Beispiel #1
0
        SplayNode FrontLocate(SplayNode splayroot, Otri bottommost, Vertex searchvertex,
                              ref Otri searchtri, ref bool farright)
        {
            bool farrightflag;

            bottommost.Copy(ref searchtri);
            splayroot = Splay(splayroot, searchvertex, ref searchtri);

            farrightflag = false;
            while (!farrightflag && RightOfHyperbola(ref searchtri, searchvertex))
            {
                searchtri.OnextSelf();
                farrightflag = searchtri.Equal(bottommost);
            }
            farright = farrightflag;
            return splayroot;
        }
Beispiel #2
0
        /// <summary>
        /// Removes ghost triangles.
        /// </summary>
        /// <param name="startghost"></param>
        /// <returns>Number of vertices on the hull.</returns>
        int RemoveGhosts(ref Otri startghost)
        {
            Otri searchedge = default(Otri);
            Otri dissolveedge = default(Otri);
            Otri deadtriangle = default(Otri);
            Vertex markorg;
            int hullsize;

            bool noPoly = !mesh.behavior.Poly;

            // Find an edge on the convex hull to start point location from.
            startghost.Lprev(ref searchedge);
            searchedge.SymSelf();
            Mesh.dummytri.neighbors[0] = searchedge;
            // Remove the bounding box and count the convex hull edges.
            startghost.Copy(ref dissolveedge);
            hullsize = 0;
            do
            {
                hullsize++;
                dissolveedge.Lnext(ref deadtriangle);
                dissolveedge.LprevSelf();
                dissolveedge.SymSelf();

                // If no PSLG is involved, set the boundary markers of all the vertices
                // on the convex hull.  If a PSLG is used, this step is done later.
                if (noPoly)
                {
                    // Watch out for the case where all the input vertices are collinear.
                    if (dissolveedge.triangle != Mesh.dummytri)
                    {
                        markorg = dissolveedge.Org();
                        if (markorg.mark == 0)
                        {
                            markorg.mark = 1;
                        }
                    }
                }
                // Remove a bounding triangle from a convex hull triangle.
                dissolveedge.Dissolve();
                // Find the next bounding triangle.
                deadtriangle.Sym(ref dissolveedge);

                // Delete the bounding triangle.
                mesh.TriangleDealloc(deadtriangle.triangle);
            } while (!dissolveedge.Equal(startghost));

            return hullsize;
        }
Beispiel #3
0
        SplayNode SplayInsert(SplayNode splayroot, Otri newkey, Point searchpoint)
        {
            SplayNode newsplaynode;

            newsplaynode = new SplayNode(); //poolalloc(m.splaynodes);
            splaynodes.Add(newsplaynode);
            newkey.Copy(ref newsplaynode.keyedge);
            newsplaynode.keydest = newkey.Dest();
            if (splayroot == null)
            {
                newsplaynode.lchild = null;
                newsplaynode.rchild = null;
            }
            else if (RightOfHyperbola(ref splayroot.keyedge, searchpoint))
            {
                newsplaynode.lchild = splayroot;
                newsplaynode.rchild = splayroot.rchild;
                splayroot.rchild = null;
            }
            else
            {
                newsplaynode.lchild = splayroot.lchild;
                newsplaynode.rchild = splayroot;
                splayroot.lchild = null;
            }
            return newsplaynode;
        }
Beispiel #4
0
        /// <summary>
        /// Insert a vertex into a Delaunay triangulation, performing flips as necessary 
        /// to maintain the Delaunay property.
        /// </summary>
        /// <param name="newvertex">The point to be inserted.</param>
        /// <param name="searchtri">The triangle to start the search.</param>
        /// <param name="splitseg">Segment to split.</param>
        /// <param name="segmentflaws">Check for creation of encroached subsegments.</param>
        /// <param name="triflaws">Check for creation of bad quality triangles.</param>
        /// <returns>If a duplicate vertex or violated segment does not prevent the 
        /// vertex from being inserted, the return value will be ENCROACHINGVERTEX if 
        /// the vertex encroaches upon a subsegment (and checking is enabled), or
        /// SUCCESSFULVERTEX otherwise. In either case, 'searchtri' is set to a handle
        /// whose origin is the newly inserted vertex.</returns>
        /// <remarks>
        /// The point 'newvertex' is located. If 'searchtri.triangle' is not NULL,
        /// the search for the containing triangle begins from 'searchtri'.  If
        /// 'searchtri.triangle' is NULL, a full point location procedure is called.
        /// If 'insertvertex' is found inside a triangle, the triangle is split into
        /// three; if 'insertvertex' lies on an edge, the edge is split in two,
        /// thereby splitting the two adjacent triangles into four. Edge flips are
        /// used to restore the Delaunay property. If 'insertvertex' lies on an
        /// existing vertex, no action is taken, and the value DUPLICATEVERTEX is
        /// returned. On return, 'searchtri' is set to a handle whose origin is the
        /// existing vertex.
        ///
        /// InsertVertex() does not use flip() for reasons of speed; some
        /// information can be reused from edge flip to edge flip, like the
        /// locations of subsegments.
        /// 
        /// Param 'splitseg': Normally, the parameter 'splitseg' is set to NULL, 
        /// implying that no subsegment should be split. In this case, if 'insertvertex' 
        /// is found to lie on a segment, no action is taken, and the value VIOLATINGVERTEX 
        /// is returned. On return, 'searchtri' is set to a handle whose primary edge is the 
        /// violated subsegment.
        /// If the calling routine wishes to split a subsegment by inserting a vertex in it, 
        /// the parameter 'splitseg' should be that subsegment. In this case, 'searchtri' 
        /// MUST be the triangle handle reached by pivoting from that subsegment; no point 
        /// location is done.
        /// 
        /// Param 'segmentflaws': Flags that indicate whether or not there should
        /// be checks for the creation of encroached subsegments. If a newly inserted 
        /// vertex encroaches upon subsegments, these subsegments are added to the list 
        /// of subsegments to be split if 'segmentflaws' is set.
        /// 
        /// Param 'triflaws': Flags that indicate whether or not there should be
        /// checks for the creation of bad quality triangles. If bad triangles are 
        /// created, these are added to the queue if 'triflaws' is set.
        /// </remarks>
        internal InsertVertexResult InsertVertex(Vertex newvertex, ref Otri searchtri,
            ref Osub splitseg, bool segmentflaws, bool triflaws)
        {
            Otri horiz = default(Otri);
            Otri top = default(Otri);
            Otri botleft = default(Otri), botright = default(Otri);
            Otri topleft = default(Otri), topright = default(Otri);
            Otri newbotleft = default(Otri), newbotright = default(Otri);
            Otri newtopright = default(Otri);
            Otri botlcasing = default(Otri), botrcasing = default(Otri);
            Otri toplcasing = default(Otri), toprcasing = default(Otri);
            Otri testtri = default(Otri);
            Osub botlsubseg = default(Osub), botrsubseg = default(Osub);
            Osub toplsubseg = default(Osub), toprsubseg = default(Osub);
            Osub brokensubseg = default(Osub);
            Osub checksubseg = default(Osub);
            Osub rightsubseg = default(Osub);
            Osub newsubseg = default(Osub);
            BadSubseg encroached;
            //FlipStacker newflip;
            Vertex first;
            Vertex leftvertex, rightvertex, botvertex, topvertex, farvertex;
            Vertex segmentorg, segmentdest;
            int region;
            double area;
            InsertVertexResult success;
            LocateResult intersect;
            bool doflip;
            bool mirrorflag;
            bool enq;

            if (splitseg.seg == null)
            {
                // Find the location of the vertex to be inserted.  Check if a good
                // starting triangle has already been provided by the caller.
                if (searchtri.triangle == dummytri)
                {
                    // Find a boundary triangle.
                    horiz.triangle = dummytri;
                    horiz.orient = 0;
                    horiz.SymSelf();
                    // Search for a triangle containing 'newvertex'.
                    intersect = locator.Locate(newvertex, ref horiz);
                }
                else
                {
                    // Start searching from the triangle provided by the caller.
                    searchtri.Copy(ref horiz);
                    intersect = locator.PreciseLocate(newvertex, ref horiz, true);
                }
            }
            else
            {
                // The calling routine provides the subsegment in which
                // the vertex is inserted.
                searchtri.Copy(ref horiz);
                intersect = LocateResult.OnEdge;
            }

            if (intersect == LocateResult.OnVertex)
            {
                // There's already a vertex there.  Return in 'searchtri' a triangle
                // whose origin is the existing vertex.
                horiz.Copy(ref searchtri);
                locator.Update(ref horiz);
                return InsertVertexResult.Duplicate;
            }
            if ((intersect == LocateResult.OnEdge) || (intersect == LocateResult.Outside))
            {
                // The vertex falls on an edge or boundary.
                if (checksegments && (splitseg.seg == null))
                {
                    // Check whether the vertex falls on a subsegment.
                    horiz.SegPivot(ref brokensubseg);
                    if (brokensubseg.seg != dummysub)
                    {
                        // The vertex falls on a subsegment, and hence will not be inserted.
                        if (segmentflaws)
                        {
                            enq = behavior.NoBisect != 2;
                            if (enq && (behavior.NoBisect == 1))
                            {
                                // This subsegment may be split only if it is an
                                // internal boundary.
                                horiz.Sym(ref testtri);
                                enq = testtri.triangle != dummytri;
                            }
                            if (enq)
                            {
                                // Add the subsegment to the list of encroached subsegments.
                                encroached = new BadSubseg();
                                encroached.encsubseg = brokensubseg;
                                encroached.subsegorg = brokensubseg.Org();
                                encroached.subsegdest = brokensubseg.Dest();

                                quality.AddBadSubseg(encroached);
                            }
                        }
                        // Return a handle whose primary edge contains the vertex,
                        //   which has not been inserted.
                        horiz.Copy(ref searchtri);
                        locator.Update(ref horiz);
                        return InsertVertexResult.Violating;
                    }
                }

                // Insert the vertex on an edge, dividing one triangle into two (if
                // the edge lies on a boundary) or two triangles into four.
                horiz.Lprev(ref botright);
                botright.Sym(ref botrcasing);
                horiz.Sym(ref topright);
                // Is there a second triangle?  (Or does this edge lie on a boundary?)
                mirrorflag = topright.triangle != dummytri;
                if (mirrorflag)
                {
                    topright.LnextSelf();
                    topright.Sym(ref toprcasing);
                    MakeTriangle(ref newtopright);
                }
                else
                {
                    // Splitting a boundary edge increases the number of boundary edges.
                    hullsize++;
                }
                MakeTriangle(ref newbotright);

                // Set the vertices of changed and new triangles.
                rightvertex = horiz.Org();
                leftvertex = horiz.Dest();
                botvertex = horiz.Apex();
                newbotright.SetOrg(botvertex);
                newbotright.SetDest(rightvertex);
                newbotright.SetApex(newvertex);
                horiz.SetOrg(newvertex);

                // Set the region of a new triangle.
                newbotright.triangle.region = botright.triangle.region;

                if (behavior.VarArea)
                {
                    // Set the area constraint of a new triangle.
                    newbotright.triangle.area = botright.triangle.area;
                }

                if (mirrorflag)
                {
                    topvertex = topright.Dest();
                    newtopright.SetOrg(rightvertex);
                    newtopright.SetDest(topvertex);
                    newtopright.SetApex(newvertex);
                    topright.SetOrg(newvertex);

                    // Set the region of another new triangle.
                    newtopright.triangle.region = topright.triangle.region;

                    if (behavior.VarArea)
                    {
                        // Set the area constraint of another new triangle.
                        newtopright.triangle.area = topright.triangle.area;
                    }
                }

                // There may be subsegments that need to be bonded
                // to the new triangle(s).
                if (checksegments)
                {
                    botright.SegPivot(ref botrsubseg);

                    if (botrsubseg.seg != dummysub)
                    {
                        botright.SegDissolve();
                        newbotright.SegBond(ref botrsubseg);
                    }

                    if (mirrorflag)
                    {
                        topright.SegPivot(ref toprsubseg);
                        if (toprsubseg.seg != dummysub)
                        {
                            topright.SegDissolve();
                            newtopright.SegBond(ref toprsubseg);
                        }
                    }
                }

                // Bond the new triangle(s) to the surrounding triangles.
                newbotright.Bond(ref botrcasing);
                newbotright.LprevSelf();
                newbotright.Bond(ref botright);
                newbotright.LprevSelf();

                if (mirrorflag)
                {
                    newtopright.Bond(ref toprcasing);
                    newtopright.LnextSelf();
                    newtopright.Bond(ref topright);
                    newtopright.LnextSelf();
                    newtopright.Bond(ref newbotright);
                }

                if (splitseg.seg != null)
                {
                    // Split the subsegment into two.
                    splitseg.SetDest(newvertex);
                    segmentorg = splitseg.SegOrg();
                    segmentdest = splitseg.SegDest();
                    splitseg.SymSelf();
                    splitseg.Pivot(ref rightsubseg);
                    InsertSubseg(ref newbotright, splitseg.seg.boundary);
                    newbotright.SegPivot(ref newsubseg);
                    newsubseg.SetSegOrg(segmentorg);
                    newsubseg.SetSegDest(segmentdest);
                    splitseg.Bond(ref newsubseg);
                    newsubseg.SymSelf();
                    newsubseg.Bond(ref rightsubseg);
                    splitseg.SymSelf();

                    // Transfer the subsegment's boundary marker to the vertex if required.
                    if (newvertex.mark == 0)
                    {
                        newvertex.mark = splitseg.seg.boundary;
                    }
                }

                if (checkquality)
                {
                    flipstack.Clear();

                    flipstack.Push(default(Otri)); // Dummy flip (see UndoVertex)
                    flipstack.Push(horiz);
                }

                // Position 'horiz' on the first edge to check for
                // the Delaunay property.
                horiz.LnextSelf();
            }
            else
            {
                // Insert the vertex in a triangle, splitting it into three.
                horiz.Lnext(ref botleft);
                horiz.Lprev(ref botright);
                botleft.Sym(ref botlcasing);
                botright.Sym(ref botrcasing);
                MakeTriangle(ref newbotleft);
                MakeTriangle(ref newbotright);

                // Set the vertices of changed and new triangles.
                rightvertex = horiz.Org();
                leftvertex = horiz.Dest();
                botvertex = horiz.Apex();
                newbotleft.SetOrg(leftvertex);
                newbotleft.SetDest(botvertex);
                newbotleft.SetApex(newvertex);
                newbotright.SetOrg(botvertex);
                newbotright.SetDest(rightvertex);
                newbotright.SetApex(newvertex);
                horiz.SetApex(newvertex);

                // Set the region of the new triangles.
                newbotleft.triangle.region = horiz.triangle.region;
                newbotright.triangle.region = horiz.triangle.region;

                if (behavior.VarArea)
                {
                    // Set the area constraint of the new triangles.
                    area = horiz.triangle.area;
                    newbotleft.triangle.area = area;
                    newbotright.triangle.area = area;
                }

                // There may be subsegments that need to be bonded
                // to the new triangles.
                if (checksegments)
                {
                    botleft.SegPivot(ref botlsubseg);
                    if (botlsubseg.seg != dummysub)
                    {
                        botleft.SegDissolve();
                        newbotleft.SegBond(ref botlsubseg);
                    }
                    botright.SegPivot(ref botrsubseg);
                    if (botrsubseg.seg != dummysub)
                    {
                        botright.SegDissolve();
                        newbotright.SegBond(ref botrsubseg);
                    }
                }

                // Bond the new triangles to the surrounding triangles.
                newbotleft.Bond(ref botlcasing);
                newbotright.Bond(ref botrcasing);
                newbotleft.LnextSelf();
                newbotright.LprevSelf();
                newbotleft.Bond(ref newbotright);
                newbotleft.LnextSelf();
                botleft.Bond(ref newbotleft);
                newbotright.LprevSelf();
                botright.Bond(ref newbotright);

                if (checkquality)
                {
                    flipstack.Clear();
                    flipstack.Push(horiz);
                }
            }

            // The insertion is successful by default, unless an encroached
            // subsegment is found.
            success = InsertVertexResult.Successful;
            // Circle around the newly inserted vertex, checking each edge opposite it
            // for the Delaunay property. Non-Delaunay edges are flipped. 'horiz' is
            // always the edge being checked. 'first' marks where to stop circling.
            first = horiz.Org();
            rightvertex = first;
            leftvertex = horiz.Dest();
            // Circle until finished.
            while (true)
            {
                // By default, the edge will be flipped.
                doflip = true;

                if (checksegments)
                {
                    // Check for a subsegment, which cannot be flipped.
                    horiz.SegPivot(ref checksubseg);
                    if (checksubseg.seg != dummysub)
                    {
                        // The edge is a subsegment and cannot be flipped.
                        doflip = false;

                        if (segmentflaws)
                        {
                            // Does the new vertex encroach upon this subsegment?
                            if (quality.CheckSeg4Encroach(ref checksubseg) > 0)
                            {
                                success = InsertVertexResult.Encroaching;
                            }
                        }
                    }
                }

                if (doflip)
                {
                    // Check if the edge is a boundary edge.
                    horiz.Sym(ref top);
                    if (top.triangle == dummytri)
                    {
                        // The edge is a boundary edge and cannot be flipped.
                        doflip = false;
                    }
                    else
                    {
                        // Find the vertex on the other side of the edge.
                        farvertex = top.Apex();
                        // In the incremental Delaunay triangulation algorithm, any of
                        // 'leftvertex', 'rightvertex', and 'farvertex' could be vertices
                        // of the triangular bounding box. These vertices must be
                        // treated as if they are infinitely distant, even though their
                        // "coordinates" are not.
                        if ((leftvertex == infvertex1) || (leftvertex == infvertex2) ||
                            (leftvertex == infvertex3))
                        {
                            // 'leftvertex' is infinitely distant. Check the convexity of
                            // the boundary of the triangulation. 'farvertex' might be
                            // infinite as well, but trust me, this same condition should
                            // be applied.
                            doflip = Primitives.CounterClockwise(newvertex, rightvertex, farvertex) > 0.0;
                        }
                        else if ((rightvertex == infvertex1) ||
                                 (rightvertex == infvertex2) ||
                                 (rightvertex == infvertex3))
                        {
                            // 'rightvertex' is infinitely distant. Check the convexity of
                            // the boundary of the triangulation. 'farvertex' might be
                            // infinite as well, but trust me, this same condition should
                            // be applied.
                            doflip = Primitives.CounterClockwise(farvertex, leftvertex, newvertex) > 0.0;
                        }
                        else if ((farvertex == infvertex1) ||
                                 (farvertex == infvertex2) ||
                                 (farvertex == infvertex3))
                        {
                            // 'farvertex' is infinitely distant and cannot be inside
                            // the circumcircle of the triangle 'horiz'.
                            doflip = false;
                        }
                        else
                        {
                            // Test whether the edge is locally Delaunay.
                            doflip = Primitives.InCircle(leftvertex, newvertex, rightvertex, farvertex) > 0.0;
                        }
                        if (doflip)
                        {
                            // We made it! Flip the edge 'horiz' by rotating its containing
                            // quadrilateral (the two triangles adjacent to 'horiz').
                            // Identify the casing of the quadrilateral.
                            top.Lprev(ref topleft);
                            topleft.Sym(ref toplcasing);
                            top.Lnext(ref topright);
                            topright.Sym(ref toprcasing);
                            horiz.Lnext(ref botleft);
                            botleft.Sym(ref botlcasing);
                            horiz.Lprev(ref botright);
                            botright.Sym(ref botrcasing);
                            // Rotate the quadrilateral one-quarter turn counterclockwise.
                            topleft.Bond(ref botlcasing);
                            botleft.Bond(ref botrcasing);
                            botright.Bond(ref toprcasing);
                            topright.Bond(ref toplcasing);
                            if (checksegments)
                            {
                                // Check for subsegments and rebond them to the quadrilateral.
                                topleft.SegPivot(ref toplsubseg);
                                botleft.SegPivot(ref botlsubseg);
                                botright.SegPivot(ref botrsubseg);
                                topright.SegPivot(ref toprsubseg);
                                if (toplsubseg.seg == dummysub)
                                {
                                    topright.SegDissolve();
                                }
                                else
                                {
                                    topright.SegBond(ref toplsubseg);
                                }
                                if (botlsubseg.seg == dummysub)
                                {
                                    topleft.SegDissolve();
                                }
                                else
                                {
                                    topleft.SegBond(ref botlsubseg);
                                }
                                if (botrsubseg.seg == dummysub)
                                {
                                    botleft.SegDissolve();
                                }
                                else
                                {
                                    botleft.SegBond(ref botrsubseg);
                                }
                                if (toprsubseg.seg == dummysub)
                                {
                                    botright.SegDissolve();
                                }
                                else
                                {
                                    botright.SegBond(ref toprsubseg);
                                }
                            }
                            // New vertex assignments for the rotated quadrilateral.
                            horiz.SetOrg(farvertex);
                            horiz.SetDest(newvertex);
                            horiz.SetApex(rightvertex);
                            top.SetOrg(newvertex);
                            top.SetDest(farvertex);
                            top.SetApex(leftvertex);

                            // Assign region.
                            // TODO: check region ok (no Math.Min necessary)
                            region = Math.Min(top.triangle.region, horiz.triangle.region);
                            top.triangle.region = region;
                            horiz.triangle.region = region;

                            if (behavior.VarArea)
                            {
                                if ((top.triangle.area <= 0.0) || (horiz.triangle.area <= 0.0))
                                {
                                    area = -1.0;
                                }
                                else
                                {
                                    // Take the average of the two triangles' area constraints.
                                    // This prevents small area constraints from migrating a
                                    // long, long way from their original location due to flips.
                                    area = 0.5 * (top.triangle.area + horiz.triangle.area);
                                }

                                top.triangle.area = area;
                                horiz.triangle.area = area;
                            }

                            if (checkquality)
                            {
                                flipstack.Push(horiz);
                            }

                            // On the next iterations, consider the two edges that were exposed (this
                            // is, are now visible to the newly inserted vertex) by the edge flip.
                            horiz.LprevSelf();
                            leftvertex = farvertex;
                        }
                    }
                }
                if (!doflip)
                {
                    // The handle 'horiz' is accepted as locally Delaunay.
                    if (triflaws)
                    {
                        // Check the triangle 'horiz' for quality.
                        quality.TestTriangle(ref horiz);
                    }

                    // Look for the next edge around the newly inserted vertex.
                    horiz.LnextSelf();
                    horiz.Sym(ref testtri);
                    // Check for finishing a complete revolution about the new vertex, or
                    // falling outside of the triangulation. The latter will happen when
                    // a vertex is inserted at a boundary.
                    if ((leftvertex == first) || (testtri.triangle == dummytri))
                    {
                        // We're done. Return a triangle whose origin is the new vertex.
                        horiz.Lnext(ref searchtri);

                        Otri recenttri = default(Otri);
                        horiz.Lnext(ref recenttri);
                        locator.Update(ref recenttri);

                        return success;
                    }
                    // Finish finding the next edge around the newly inserted vertex.
                    testtri.Lnext(ref horiz);
                    rightvertex = leftvertex;
                    leftvertex = horiz.Dest();
                }
            }
        }
Beispiel #5
0
 public void Update(ref Otri otri)
 {
     otri.Copy(ref recenttri);
 }
Beispiel #6
0
        /// <summary>
        /// Given the triangulation, and a vertex returns the minimum distance to the 
        /// vertices of the triangle where the given vertex located.
        /// </summary>
        /// <param name="newlocX"></param>
        /// <param name="newlocY"></param>
        /// <param name="searchtri"></param>
        /// <returns></returns>
        private double MinDistanceToNeighbor(double newlocX, double newlocY, ref Otri searchtri)
        {
            Otri horiz = default(Otri);	// for search operation
            LocateResult intersect = LocateResult.Outside;
            Vertex v1, v2, v3, torg, tdest;
            double d1, d2, d3, ahead;
            //triangle ptr;                         // Temporary variable used by sym().

            Point newvertex = new Point(newlocX, newlocY);

            // 	printf("newvertex %f,%f\n", newvertex[0], newvertex[1]);
            // Find the location of the vertex to be inserted.  Check if a good
            //   starting triangle has already been provided by the caller.	
            // Find a boundary triangle.
            //horiz.tri = m.dummytri;
            //horiz.orient = 0;
            //horiz.symself();
            // Search for a triangle containing 'newvertex'.
            // Start searching from the triangle provided by the caller.
            // Where are we?
            torg = searchtri.Org();
            tdest = searchtri.Dest();
            // Check the starting triangle's vertices.
            if ((torg.x == newvertex.x) && (torg.y == newvertex.y))
            {
                intersect = LocateResult.OnVertex;
                searchtri.Copy(ref horiz);

            }
            else if ((tdest.x == newvertex.x) && (tdest.y == newvertex.y))
            {
                searchtri.LnextSelf();
                intersect = LocateResult.OnVertex;
                searchtri.Copy(ref horiz);
            }
            else
            {
                // Orient 'searchtri' to fit the preconditions of calling preciselocate().
                ahead = Primitives.CounterClockwise(torg, tdest, newvertex);
                if (ahead < 0.0)
                {
                    // Turn around so that 'searchpoint' is to the left of the
                    //   edge specified by 'searchtri'.
                    searchtri.SymSelf();
                    searchtri.Copy(ref horiz);
                    intersect = mesh.locator.PreciseLocate(newvertex, ref horiz, false);
                }
                else if (ahead == 0.0)
                {
                    // Check if 'searchpoint' is between 'torg' and 'tdest'.
                    if (((torg.x < newvertex.x) == (newvertex.x < tdest.x)) &&
                        ((torg.y < newvertex.y) == (newvertex.y < tdest.y)))
                    {
                        intersect = LocateResult.OnEdge;
                        searchtri.Copy(ref horiz);

                    }
                }
                else
                {
                    searchtri.Copy(ref horiz);
                    intersect = mesh.locator.PreciseLocate(newvertex, ref horiz, false);
                }
            }
            if (intersect == LocateResult.OnVertex || intersect == LocateResult.Outside)
            {
                // set distance to 0
                //m.VertexDealloc(newvertex);
                return 0.0;
            }
            else
            { // intersect == ONEDGE || intersect == INTRIANGLE
                // find the triangle vertices
                v1 = horiz.Org();
                v2 = horiz.Dest();
                v3 = horiz.Apex();
                d1 = (v1.x - newvertex.x) * (v1.x - newvertex.x) + (v1.y - newvertex.y) * (v1.y - newvertex.y);
                d2 = (v2.x - newvertex.x) * (v2.x - newvertex.x) + (v2.y - newvertex.y) * (v2.y - newvertex.y);
                d3 = (v3.x - newvertex.x) * (v3.x - newvertex.x) + (v3.y - newvertex.y) * (v3.y - newvertex.y);
                //m.VertexDealloc(newvertex);
                // find minimum of the distance
                if (d1 <= d2 && d1 <= d3)
                {
                    return d1;
                }
                else if (d2 <= d3)
                {
                    return d2;
                }
                else
                {
                    return d3;
                }
            }
        }
Beispiel #7
0
        /// <summary>
        /// Test a triangle for quality and size.
        /// </summary>
        /// <param name="testtri">Triangle to check.</param>
        /// <remarks>
        /// Tests a triangle to see if it satisfies the minimum angle condition and
        /// the maximum area condition.  Triangles that aren't up to spec are added
        /// to the bad triangle queue.
        /// </remarks>
        public void TestTriangle(ref Otri testtri)
        {
            Otri tri1 = default(Otri), tri2 = default(Otri);
            Osub testsub = default(Osub);
            Vertex torg, tdest, tapex;
            Vertex base1, base2;
            Vertex org1, dest1, org2, dest2;
            Vertex joinvertex;
            double dxod, dyod, dxda, dyda, dxao, dyao;
            double dxod2, dyod2, dxda2, dyda2, dxao2, dyao2;
            double apexlen, orglen, destlen, minedge;
            double angle;
            double area;
            double dist1, dist2;

            double maxangle;

            torg = testtri.Org();
            tdest = testtri.Dest();
            tapex = testtri.Apex();
            dxod = torg.x - tdest.x;
            dyod = torg.y - tdest.y;
            dxda = tdest.x - tapex.x;
            dyda = tdest.y - tapex.y;
            dxao = tapex.x - torg.x;
            dyao = tapex.y - torg.y;
            dxod2 = dxod * dxod;
            dyod2 = dyod * dyod;
            dxda2 = dxda * dxda;
            dyda2 = dyda * dyda;
            dxao2 = dxao * dxao;
            dyao2 = dyao * dyao;
            // Find the lengths of the triangle's three edges.
            apexlen = dxod2 + dyod2;
            orglen = dxda2 + dyda2;
            destlen = dxao2 + dyao2;

            if ((apexlen < orglen) && (apexlen < destlen))
            {
                // The edge opposite the apex is shortest.
                minedge = apexlen;
                // Find the square of the cosine of the angle at the apex.
                angle = dxda * dxao + dyda * dyao;
                angle = angle * angle / (orglen * destlen);
                base1 = torg;
                base2 = tdest;
                testtri.Copy(ref tri1);
            }
            else if (orglen < destlen)
            {
                // The edge opposite the origin is shortest.
                minedge = orglen;
                // Find the square of the cosine of the angle at the origin.
                angle = dxod * dxao + dyod * dyao;
                angle = angle * angle / (apexlen * destlen);
                base1 = tdest;
                base2 = tapex;
                testtri.Lnext(ref tri1);
            }
            else
            {
                // The edge opposite the destination is shortest.
                minedge = destlen;
                // Find the square of the cosine of the angle at the destination.
                angle = dxod * dxda + dyod * dyda;
                angle = angle * angle / (apexlen * orglen);
                base1 = tapex;
                base2 = torg;
                testtri.Lprev(ref tri1);
            }

            if (behavior.VarArea || behavior.fixedArea || behavior.Usertest)
            {
                // Check whether the area is larger than permitted.
                area = 0.5 * (dxod * dyda - dyod * dxda);
                if (behavior.fixedArea && (area > behavior.MaxArea))
                {
                    // Add this triangle to the list of bad triangles.
                    queue.Enqueue(ref testtri, minedge, tapex, torg, tdest);
                    return;
                }

                // Nonpositive area constraints are treated as unconstrained.
                if ((behavior.VarArea) && (area > testtri.triangle.area) && (testtri.triangle.area > 0.0))
                {
                    // Add this triangle to the list of bad triangles.
                    queue.Enqueue(ref testtri, minedge, tapex, torg, tdest);
                    return;
                }

                // Check whether the user thinks this triangle is too large.
                if (behavior.Usertest && userTest != null)
                {
                    if (userTest(torg, tdest, tapex, area))
                    {
                        queue.Enqueue(ref testtri, minedge, tapex, torg, tdest);
                        return;
                    }
                }
            }

            // find the maximum edge and accordingly the pqr orientation
            if ((apexlen > orglen) && (apexlen > destlen))
            {
                // The edge opposite the apex is longest.
                // maxedge = apexlen;
                // Find the cosine of the angle at the apex.
                maxangle = (orglen + destlen - apexlen) / (2 * Math.Sqrt(orglen * destlen));
            }
            else if (orglen > destlen)
            {
                // The edge opposite the origin is longest.
                // maxedge = orglen;
                // Find the cosine of the angle at the origin.
                maxangle = (apexlen + destlen - orglen) / (2 * Math.Sqrt(apexlen * destlen));
            }
            else
            {
                // The edge opposite the destination is longest.
                // maxedge = destlen;
                // Find the cosine of the angle at the destination.
                maxangle = (apexlen + orglen - destlen) / (2 * Math.Sqrt(apexlen * orglen));
            }

            // Check whether the angle is smaller than permitted.
            if ((angle > behavior.goodAngle) || (maxangle < behavior.maxGoodAngle && behavior.MaxAngle != 0.0))
            {
                // Use the rules of Miller, Pav, and Walkington to decide that certain
                // triangles should not be split, even if they have bad angles.
                // A skinny triangle is not split if its shortest edge subtends a
                // small input angle, and both endpoints of the edge lie on a
                // concentric circular shell.  For convenience, I make a small
                // adjustment to that rule:  I check if the endpoints of the edge
                // both lie in segment interiors, equidistant from the apex where
                // the two segments meet.
                // First, check if both points lie in segment interiors.
                if ((base1.type == VertexType.SegmentVertex) &&
                    (base2.type == VertexType.SegmentVertex))
                {
                    // Check if both points lie in a common segment. If they do, the
                    // skinny triangle is enqueued to be split as usual.
                    tri1.SegPivot(ref testsub);
                    if (testsub.seg == Mesh.dummysub)
                    {
                        // No common segment.  Find a subsegment that contains 'torg'.
                        tri1.Copy(ref tri2);
                        do
                        {
                            tri1.OprevSelf();
                            tri1.SegPivot(ref testsub);
                        } while (testsub.seg == Mesh.dummysub);
                        // Find the endpoints of the containing segment.
                        org1 = testsub.SegOrg();
                        dest1 = testsub.SegDest();
                        // Find a subsegment that contains 'tdest'.
                        do
                        {
                            tri2.DnextSelf();
                            tri2.SegPivot(ref testsub);
                        } while (testsub.seg == Mesh.dummysub);
                        // Find the endpoints of the containing segment.
                        org2 = testsub.SegOrg();
                        dest2 = testsub.SegDest();
                        // Check if the two containing segments have an endpoint in common.
                        joinvertex = null;
                        if ((dest1.x == org2.x) && (dest1.y == org2.y))
                        {
                            joinvertex = dest1;
                        }
                        else if ((org1.x == dest2.x) && (org1.y == dest2.y))
                        {
                            joinvertex = org1;
                        }
                        if (joinvertex != null)
                        {
                            // Compute the distance from the common endpoint (of the two
                            // segments) to each of the endpoints of the shortest edge.
                            dist1 = ((base1.x - joinvertex.x) * (base1.x - joinvertex.x) +
                                     (base1.y - joinvertex.y) * (base1.y - joinvertex.y));
                            dist2 = ((base2.x - joinvertex.x) * (base2.x - joinvertex.x) +
                                     (base2.y - joinvertex.y) * (base2.y - joinvertex.y));
                            // If the two distances are equal, don't split the triangle.
                            if ((dist1 < 1.001 * dist2) && (dist1 > 0.999 * dist2))
                            {
                                // Return now to avoid enqueueing the bad triangle.
                                return;
                            }
                        }
                    }
                }

                // Add this triangle to the list of bad triangles.
                queue.Enqueue(ref testtri, minedge, tapex, torg, tdest);
            }
        }